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"Maya 2009 video tutorials: Hypershade & Irradiance Particles in Mental Ray" by i3D Tutorials
In this video, from “Introduction to Rendering with mental ray in Autodesk Maya 2009”, we will continue to become
familiar with the new Irradiance Particles feature from the latest version of mental ray. Learn how to start working
with Irradiance Particles and lower your render times while balancing out the render quality of your image using
custom techniques and settings.

"ZBrush, Blender & Maya Training - Lesson 13: Sub Scattering of Particles - Video Tutorials" by Jason Welsh
Sub scattering of particles? Huh? This occurs every day, for example we see lights that are sufficient enough to go through flesh (look at ears in sunlight). After this chapter you can impress your friends by going up to them and saying “Wow, the sub-scattering of particles of light hitting your ears is very impressive!” and you will look like a cool person once more (either that or a nerd). Anyway, this is a more advanced lesson, so strap on your cap and we’ll take a look
at SSS using mapping from ZBrush.

"UV Mapping Techniques and Workflow" by Semir Saleh
This tutorial is designed to show most of the UV mapping techniques and tricks that I use day-in, day-out. This is more
of a brief case study rather than a step by step tutorial, but it will give you, the viewer, an idea of the work flow I use when UV mapping something tricky like a human skull. I hope you’ll enjoy it and learn something.

"UV Sets in Maya" by Andrew Klein
The purpose of this demo is to provide an educational framework for two common uses of the UV-Centric, UV linking, Relationship Editor.

"Indirect Illumination with Mental Ray" by Andrew Klein
Global Illumination, Final Gather and Caustics, these are the three individual elements that we commonly use as
3D artists to simulate the effects of bounced and focused light. We will explore each of these in the following sections with theory and practice.

"Creating Realistic Glass Using 3 Different Materials" by Andrew Klein
For this demo we will utilize Maya's Blinn material, Ramp texture, and Sampler Info utility. We will also use Mental
Ray's Dielectric Material and new Mia_material. The user of this tutorial should note that I have also used Mental Ray
as my renderer, with Final Gathering, Global Illumination, Caustics, and Image Based lighting used for optimal
realism.

"Maya 2009 Video Tutorials" by Autodesk
Maya Assets enable complex data to be effectively organized, shared, referenced, and presented to a variety of
users in the most appropriate form. Assets allow artists and Technical Directors to encapsulate a set of nodes
into a container so that they may be treated from a user’s perspective as if they were a single node...

"Creating Next-Gen Environment Textures - Total Textures Tutorial" by Danile Vijoi
Hello, my name is Daniel Vijoi and I have been working in the gaming industry for 7 years. My current job is Lead
Texture Artist at AMC Studio, a Romanian game development company based in Bucharest. During this time I have worked on many projects, like Test Drive Unlimited (Atari), Mercenaries 2, Saboteur (Pandemic Studios/EA), Pure (Blackrock Studios/DISNEY), Rise of Nations & Rise of Legends (Big Huge Games/THQ), and other exciting titles yet
to be announced.

"Maya fluid Liquid Generation" by Ajiesh ThuvanoorFluid dynamics is a branch of physics that uses mathematical equations to describe how things flow. In Fluid Effects, dynamicfluid effects simulate fluid motion by solving fluid dynamics equations at each step of time. The more you increase the container’s resolution, the better, but make sure that there are some logical proportions between your container’s resolution and the container size. (Please see below for the proportional values induced).

"Command Line Rendering" by Peter Stratton
This tutorial is geared towards Maya users with little or no experience working in the Windows Shell. It was written to help students in a class I was in to help them better understand how to launch batch renders from the command line, and how to create batch scripts to execute a number of separate file renders automatically.

"Next Gen Vehicle Creation" by Valentin Nadolu
This tutorial is intended to present a method of creating a next gen vehicle asset. The difficulty level is medium, so to better understand and use this tutorial, the reader needs to have a basic understanding of the processes involved in modelling and texturing an object in Maya. The asset presented here will be a generic vehicle with a low poly count that has diffuse, specular and normal map textures.

"Basic Maya Lighting Tutorial" by Sean Hewitt
This is hopefully a tutorial covering some basics of lighting in Maya, utilising Mental Ray. I made this tutorial for someone in a forum and tried to replicate their scene to better show them how to control their lighting. So while I wish I had some more detailed models in there to demonstrate with, such as the head, I used what I could find that was shaped most like the stuff in their scene, rather than what looked best.

"Modelling a Volleyball" by Ali Reza Einollahi
I’m sure you guys have all learned various techniques of creating a ball in the past, but in this beginner’s tutorial
we will learn another technique for modelling a ball: we’re going to model a volleyball!

"Dynamic Piston Tutorial" by James Lemaster
Ok, so here is out basic hydraulic cylinder, all of the parts are combined onto one piece of mesh witch is 556 faces.
The rig that we will be setting up will allow the piston to extend indefinitely without coming apart. There are two attachments on the mesh for hoses, but we will not be getting into that in this tutorial, there might be on in the future
for weighted hoses.

The Illuminate Labs Team has been working hard on this new release in order to get you the most advanced
lighting techniques available at your fingertips....

"Low Poly Game Character Hair" by Paul Tosca
This is not a step by step tutorial. I will nail down the main stages for creating hair for game characters using
lots of images and some print-screens directly from the application used (Maya/Photoshop etc...). The idea for
this tutorial came from the Polycount forums; for the Dominance War II contest I joined Polycount team...

"DGS Exploited" by Florian Wild
When MentalRay users talk about 'physical correctness', in most of the cases the usage of DGS (diffuse, glossy, specular) shaders is discussed. Some people say you should use them at least as photon shaders, just because they're fast and, yes, physically plausible. But how do they act differently than the Maya base shaders? If you ever
used dgs shaders, you probably asked.....

"Mental Ray Tutorial" by Florian Wild
Many people keep asking if anyone got the custom mentalray bump nodes to work. Because many people think
custom mentalray bump nodes are waaay better than the maya's default bump2d nodes. Let's have a look...

"Physical Light Exploited" by Florian WildI know many people are using the physical_light. Usually they use it with the intention, well, to obtain physical
correct renderings. I'm sure most of them don't know that sometimes they put the fox in charge of the hen house
this way. Why this?

"Dome based lighting" by Aziz Khan
Welcome to my tutorial on how to produce a dome based lighting efect. In this tutorial I will show you how to light
up your scene using dome based lighting in Maya 8.0. I Iove this technique, because it's very fast when it comes to rendering and can save you alot of time when using this method.

"Hand Modelling" by Sean Hewitt
n this tutorial we will cover some of the methods I use to model a hand. A lot of the knowledge you need to do this
is anatomy and observation. I’ll cover some of the tools I use and more importantly the patterns I implement.

"Dynamic Suspension Rig" by Sean Hewitt
I had had to make a rig for an underwater vehicle with some fly by wire parts coming off of it. We wanted to have
control over them, and be able to position them by hand, but seeing as how everything was supposed to be under
the sea, we really didn’t want to have to animate all the bobbing and swaying from the sea currents.

"Simple Game Rig" by Sean Hewitt
This tutorial is for people that already know a little about rigging. I won’t cover everything here.The goal of this tutorial
is to show you how to make the most simple of simple game rigs. This set up is by no means perfect. What it is
though is very simple to make, and it will cover the basics for those of you not completely familiar with rigging just
yet. In making rigs your goal is rarely .....

"Melting Text" by Aziz KhanAnd welcome to the wonderful world of fluids, My name is Aziz Khan and I will be your guide through this tutorial
and I hope you all will enjoy doing this. In this tutorial we will explore some of the tools and options of fluid to create melting text effect like smoke. This tutorial is very handy for those of you who are looking to add something
different and rather cool to your short movies or demo reel headers and intros.

"How to render in less time" by Jaime CasanovaThere are many ways for decreasing the render time of project, this tutorial will explain how I've textured, lit,
rendered and composited my projects. This will be very useful for people who don't have powerful computers
and also people that do....

"Smoothing groups in Maya" by Derek Smart Anyone who has used 3d Studio Max and then switched to Maya has always missed the use of Smoothing Groups.
While Maya doesn't have Smoothing Groups, with a little bit of planning and work, we can achieve the same result
for our low polygon models. We're gonna start off by modeling.....

"Human Anatomy UV Coordinates Setup for Texturing" by Dylan SwanIf you want to put textures on to your polygonal 3D model, then you need to create a UV texture map to make sure
the textures line up correctly, otherwise they will appear stretched and blurred. It is fundamentally important because
you will use the same map for colour....

"Paint effect animation in Maya" by Isidro FernandezHi, welcome to the second part of the series of Paint Effects Articles. My name is Isidro Fernandez, and I want to say thanks to all of you for the comments I received from a lot of people who want to learn a little more. I'm really satisfied with the comments...

"mel ShapeEditor" by Martion AnderssonIn this tutorial I will go through how I created the final3 multiple shapeEditor. warning: this tutorial will be
extremely long because I skip lines when I show examples. Experienced MEL scripters can skip a lot of this, but
for an unexperienced one it will benefit them to have it listed like this.

"Making of Skullhead Mobster" by Harshdeep Borah Hello My name is Harshdeep Borah. I'm originally from India, but did my CG studies from Vancouver, Canada. I am sharing my knowledge of how I made my latest character SKULLHEAD MOBSTER. I don't intend this to be an indepth tutorial, but more over a 'Making Of'. And I assume you have a good knowledge of your favorite 3d or 2d software.

"Making of Zhou Zhaung" by Xu Fei Though I haven't been to Zhou Zhuang, I was attracted by the worn-out wall and the winding bridge when I saw the
scene first time. Therefore I found some reference pictures from the network.